GermanLeadBrothers Posted August 14, 2012 Share Posted August 14, 2012 Hey, i want to ask you, if this is possible with Leadwerks at the moment? The Car destruction looks so genius, i love it. Or will this be possible with LE3? Quote Link to comment Share on other sites More sharing options...
Canardia Posted August 14, 2012 Share Posted August 14, 2012 Yeah, it's possible even with LE2. Basically how it can be done is like this: 1) first have the car made with a few big physics blocks 2) when a big enough force impacts on the physics blocks, remove them and replace them with little physics blocks at each vertex of the mesh 3) let the deformation happen automatically with the impact force the original big block experienced 4) compose some seperatable parts like doors and wheel covers with the same little physics blocks, but connect them with fixed joints Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
macklebee Posted August 14, 2012 Share Posted August 14, 2012 i look forward to Mika making a similar demo that shows the same... using newton and LE2... 1 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
shadmar Posted August 14, 2012 Share Posted August 14, 2012 That looks like physx cloth physics (metallic deformation) Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
AggrorJorn Posted August 14, 2012 Share Posted August 14, 2012 Note that this physics engine is still under heavy development and uses physics on micro level, while other physics engines use a macro level. Physx, newton etc. all use macro. Quote Link to comment Share on other sites More sharing options...
Road Kill Kenny Posted August 14, 2012 Share Posted August 14, 2012 Despite Lamooja's workaround to try and fake this simulation...... I'm going to say no..... you can't do this with the current LE2.X Quote STS - Scarlet Thread Studios AKA: Engineer Ken Fact: Game Development is hard... very bloody hard.. If you are not prepared to accept that.. Please give up now! Link to comment Share on other sites More sharing options...
Josh Posted August 14, 2012 Share Posted August 14, 2012 Hey, i want to ask you, if this is possible with Leadwerks at the moment? The Car destruction looks so genius, i love it. No, unless you import the rigs of rods library, which is what that is using. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
smashthewindow Posted August 15, 2012 Share Posted August 15, 2012 Is this library open-source? (and is it released? already in Rig of Rods or is this a new engine they recently started to work on?) If it is, I might consider trying to port it to Leadwerks. Quote Blog & Portfolio Current project: moon.chase.star Link to comment Share on other sites More sharing options...
Josh Posted August 15, 2012 Share Posted August 15, 2012 Is this library open-source? (and is it released? already in Rig of Rods or is this a new engine they recently started to work on?) If it is, I might consider trying to port it to Leadwerks. Yeah, I think so. They just used Crysis as a demonstration, but the physics is their own lib. We do have some support for deformable meshes like that, but I haven't gotten to play with it much and it won't be in the initial release. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
GermanLeadBrothers Posted August 15, 2012 Author Share Posted August 15, 2012 The Rigs of Rods Engine looks very fine. Is it hard to import it to Leadwerks? Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted August 15, 2012 Share Posted August 15, 2012 I'm guessing that nobody knows at this point in time. Looks like a great library though. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
AggrorJorn Posted August 15, 2012 Share Posted August 15, 2012 translated from a Dutch article 31 mei 2012. http://tweakers.net/...ics-engine.html The starting developer studio BeamNG has a physics engine in development that promises to be different than other engines. De engine simulates on micro level, where normal engines use macro level. The softbody engine from BeamNG, who is currently being used for simmulating gravity with vehicles, was announced monday. The cry engine is used because of its C++ api. Although the engine has been tested with the Cry engine, there is (for now) no agreement on working together with Crytek. "A car is normally being simulated as a whole, that also moves and rotates as a whole object". These engines are not suited for realistic impact behaviour and friction that occurs when wheels touch the ground. This is allways faked(Burnout paradise, GTA etc). The beamNG engine handles every part of the car separately. The system uses an optimized and subtle version of what car industries use to test out car crashes. Another advantage of this technique is that you do not need to have a separate simmulation for every car. Using the beam engine, the design of the car also determines its behaviour. So if somebody would design a car or a plane, then it will also act as a plane or car. Quote Link to comment Share on other sites More sharing options...
Mumbles Posted August 15, 2012 Share Posted August 15, 2012 I'm not even sure the collision results are totally accurate. I just don't think that entire panels would come as easily in reality as they do in that example video. Take the first crash at 0:25, at 0:28 a fairly large piece just crumbles away. What are the cars made out of? Cake? Aluminium might buckle, it might bend, I suspect it would buckle and bend, and then stick out of side such that it would chop off anyone's knees if it then drove past someone closely enough, but I doubt it would just come clean away like it did there. Also I was kept wondering "Where's the engine? You know, the bonnet (hood) just looks like it's an empty hollow box in that smash" Then the rear part of the truck (where you might hide an illegal immigrant under a canopy) doesn't seem to be welded to the cab at all, even though I would have thought it would be. Look at 0:08 where it just wobbles completely independently of the cab. It casts doubt in my mind as to whether to collisions and deformation are as realistic as they claim. Quote LE Version: 2.50 (Eventually) Link to comment Share on other sites More sharing options...
smashthewindow Posted August 16, 2012 Share Posted August 16, 2012 Take the first crash at 0:25, at 0:28 a fairly large piece just crumbles away. What are the cars made out of? Cake? Aluminium might buckle, it might bend, I suspect it would buckle and bend, and then stick out of side such that it would chop off anyone's knees if it then drove past someone closely enough, but I doubt it would just come clean away like it did there. Also I was kept wondering "Where's the engine? You know, the bonnet (hood) just looks like it's an empty hollow box in that smash" I'm pretty sure the configuration are exaggerated to emphasize the engine's features. Quote Blog & Portfolio Current project: moon.chase.star Link to comment Share on other sites More sharing options...
Benton Posted August 18, 2012 Share Posted August 18, 2012 This is more realistic. Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
Road Kill Kenny Posted August 18, 2012 Share Posted August 18, 2012 This is more realistic. You are comparing a work in progress to a finished game..... Quote STS - Scarlet Thread Studios AKA: Engineer Ken Fact: Game Development is hard... very bloody hard.. If you are not prepared to accept that.. Please give up now! Link to comment Share on other sites More sharing options...
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